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flightgear/src/Main/renderer.cxx

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// renderer.cxx -- top level sim routines
//
// Written by Curtis Olson, started May 1997.
// This file contains parts of main.cxx prior to october 2004
//
// Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/compiler.h>
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <plib/ssg.h>
#include <plib/netSocket.h>
#include <simgear/screen/extensions.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/scene/model/animation.hxx>
#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/scene/model/placement.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/scene/model/modellib.hxx>
#include <simgear/scene/model/model.hxx>
#ifdef FG_JPEG_SERVER
#include <simgear/screen/jpgfactory.hxx>
#endif
#include <simgear/environment/visual_enviro.hxx>
#include <simgear/scene/model/shadowvolume.hxx>
#include <Scenery/tileentry.hxx>
#include <Time/light.hxx>
#include <Time/light.hxx>
#include <Aircraft/aircraft.hxx>
// #include <Aircraft/replay.hxx>
#include <Cockpit/panel.hxx>
#include <Cockpit/cockpit.hxx>
#include <Cockpit/hud.hxx>
#include <Model/panelnode.hxx>
#include <Model/modelmgr.hxx>
#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <ATC/ATCdisplay.hxx>
#include <GUI/new_gui.hxx>
#include "splash.hxx"
#include "renderer.hxx"
#include "main.hxx"
float default_attenuation[3] = {1.0, 0.0, 0.0};
ssgSelector *lightpoints_brightness = new ssgSelector;
ssgTransform *lightpoints_transform = new ssgTransform;
FGTileEntry *dummy_tile;
sgVec3 rway_ols;
// Clip plane settings...
float scene_nearplane = 0.5f;
float scene_farplane = 120000.0f;
glPointParameterfProc glPointParameterfPtr = 0;
glPointParameterfvProc glPointParameterfvPtr = 0;
bool glPointParameterIsSupported = false;
// fog constants. I'm a little nervous about putting actual code out
// here but it seems to work (?)
static const double m_log01 = -log( 0.01 );
static const double sqrt_m_log01 = sqrt( m_log01 );
static GLfloat fog_exp_density;
static GLfloat fog_exp2_density;
static GLfloat rwy_exp2_punch_through;
static GLfloat taxi_exp2_punch_through;
static GLfloat ground_exp2_punch_through;
// Sky structures
SGSky *thesky;
// hack
sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
{
{ 1.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f }
};
ssgSimpleState *cloud3d_imposter_state;
ssgSimpleState *default_state;
ssgSimpleState *hud_and_panel;
ssgSimpleState *menus;
SGShadowVolume *shadows;
FGRenderer::FGRenderer()
{
#ifdef FG_JPEG_SERVER
jpgRenderFrame = FGRenderer::update;
#endif
}
FGRenderer::~FGRenderer()
{
#ifdef FG_JPEG_SERVER
jpgRenderFrame = NULL;
#endif
}
void
FGRenderer::build_states( void ) {
default_state = new ssgSimpleState;
default_state->ref();
default_state->disable( GL_TEXTURE_2D );
default_state->enable( GL_CULL_FACE );
default_state->enable( GL_COLOR_MATERIAL );
default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
default_state->disable( GL_BLEND );
default_state->disable( GL_ALPHA_TEST );
default_state->disable( GL_LIGHTING );
cloud3d_imposter_state = new ssgSimpleState;
cloud3d_imposter_state->ref();
cloud3d_imposter_state->enable( GL_TEXTURE_2D );
cloud3d_imposter_state->enable( GL_CULL_FACE );
cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
cloud3d_imposter_state->enable( GL_BLEND );
cloud3d_imposter_state->enable( GL_ALPHA_TEST );
cloud3d_imposter_state->disable( GL_LIGHTING );
hud_and_panel = new ssgSimpleState;
hud_and_panel->ref();
hud_and_panel->disable( GL_CULL_FACE );
hud_and_panel->disable( GL_TEXTURE_2D );
hud_and_panel->disable( GL_LIGHTING );
hud_and_panel->enable( GL_BLEND );
menus = new ssgSimpleState;
menus->ref();
menus->disable( GL_CULL_FACE );
menus->disable( GL_TEXTURE_2D );
menus->enable( GL_BLEND );
shadows = new SGShadowVolume( globals->get_scenery()->get_scene_graph() );
shadows->init( fgGetNode("/sim/rendering", true) );
shadows->addOccluder( globals->get_scenery()->get_aircraft_branch(), SGShadowVolume::occluderTypeAircraft );
}
// Initialize various GL/view parameters
void
FGRenderer::init( void ) {
FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
// Go full screen if requested ...
if ( fgGetBool("/sim/startup/fullscreen") ) {
fgOSFullScreen();
}
// If enabled, normal vectors specified with glNormal are scaled
// to unit length after transformation. Enabling this has
// performance implications. See the docs for glNormal.
// glEnable( GL_NORMALIZE );
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
// glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
sgVec3 sunpos;
sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
ssgGetLight( 0 ) -> setPosition( sunpos );
glFogi (GL_FOG_MODE, GL_EXP2);
if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
(!fgGetBool("/sim/rendering/shading"))) {
// if fastest fog requested, or if flat shading force fastest
glHint ( GL_FOG_HINT, GL_FASTEST );
} else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
glHint ( GL_FOG_HINT, GL_NICEST );
}
if ( fgGetBool("/sim/rendering/wireframe") ) {
// draw wire frame
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
// This is the default anyways, but it can't hurt
glFrontFace ( GL_CCW );
// Just testing ...
// glEnable(GL_POINT_SMOOTH);
// glEnable(GL_LINE_SMOOTH);
// glEnable(GL_POLYGON_SMOOTH);
}
// Update all Visuals (redraws anything graphics related)
void
FGRenderer::update( bool refresh_camera_settings ) {
bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
if ( idle_state < 1000 || !scenery_loaded ) {
// still initializing, draw the splash screen
fgSplashUpdate(1.0);
// Keep resetting sim time while the sim is initializing
globals->set_sim_time_sec( 0.0 );
SGAnimation::set_sim_time_sec( 0.0 );
return;
}
// return;
// TODO:TEST only, don't commit that !!
// sgFXperFrameInit();
extern void sgShaderFrameInit(double delta_time_sec);
sgShaderFrameInit(delta_time_sec);
bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
bool skyblend = fgGetBool("/sim/rendering/skyblend");
bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
bool volumetric_clouds = sgEnviro.get_clouds_enable_state();
#ifdef FG_ENABLE_MULTIPASS_CLOUDS
bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
!volumetric_clouds &&
!SGCloudLayer::enable_bump_mapping; // ugly artefact now
#else
bool multi_pass_clouds = false;
#endif
bool draw_clouds = fgGetBool("/environment/clouds/status");
GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
// static const SGPropertyNode *longitude
// = fgGetNode("/position/longitude-deg");
// static const SGPropertyNode *latitude
// = fgGetNode("/position/latitude-deg");
// static const SGPropertyNode *altitude
// = fgGetNode("/position/altitude-ft");
static const SGPropertyNode *groundlevel_nearplane
= fgGetNode("/sim/current-view/ground-level-nearplane-m");
FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
static double last_visibility = -9999;
// update fog params
double actual_visibility;
if (fgGetBool("/environment/clouds/status")) {
actual_visibility = thesky->get_visibility();
} else {
actual_visibility = fgGetDouble("/environment/visibility-m");
}
if ( actual_visibility != last_visibility ) {
last_visibility = actual_visibility;
fog_exp_density = m_log01 / actual_visibility;
fog_exp2_density = sqrt_m_log01 / actual_visibility;
ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
if ( actual_visibility < 8000 ) {
rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
} else {
rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
}
}
// double angle;
// GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
// GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
// GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
// GLfloat mat_shininess[] = { 10.0 };
GLbitfield clear_mask;
// idle_state is now 1000 meaning we've finished all our
// initializations and are running the main loop, so this will
// now work without seg faulting the system.
FGViewer *current__view = globals->get_current_view();
// calculate our current position in cartesian space
Point3D cntr = globals->get_scenery()->get_next_center();
globals->get_scenery()->set_center(cntr);
// Force update of center dependent values ...
current__view->set_dirty();
if ( refresh_camera_settings ) {
// update view port
resize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
// Tell GL we are switching to model view parameters
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
}
clear_mask = GL_DEPTH_BUFFER_BIT;
if ( fgGetBool("/sim/rendering/wireframe") ) {
clear_mask |= GL_COLOR_BUFFER_BIT;
}
if ( skyblend ) {
if ( fgGetBool("/sim/rendering/textures") ) {
// glClearColor(black[0], black[1], black[2], black[3]);
glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
l->adj_fog_color()[2], l->adj_fog_color()[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
} else {
glClearColor(l->sky_color()[0], l->sky_color()[1],
l->sky_color()[2], l->sky_color()[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
if ( multi_pass_clouds && draw_clouds ) {
glClearStencil( 0 );
clear_mask |= GL_STENCIL_BUFFER_BIT;
}
glClear( clear_mask );
// set the opengl state to known default values
default_state->force();
// update fog params if visibility has changed
double visibility_meters = fgGetDouble("/environment/visibility-m");
thesky->set_visibility(visibility_meters);
thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
( global_multi_loop * fgGetInt("/sim/speed-up") )
/ (double)fgGetInt("/sim/model-hz") );
// Set correct opengl fog density
glFogf (GL_FOG_DENSITY, fog_exp2_density);
// update the sky dome
if ( skyblend ) {
/*
SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
<< l->sky_color()[0] << " "
<< l->sky_color()[1] << " "
<< l->sky_color()[2] << " "
<< l->sky_color()[3] );
SG_LOG( SG_GENERAL, SG_BULK, " fog = "
<< l->fog_color()[0] << " "
<< l->fog_color()[1] << " "
<< l->fog_color()[2] << " "
<< l->fog_color()[3] );
SG_LOG( SG_GENERAL, SG_BULK,
" sun_angle = " << l->sun_angle
<< " moon_angle = " << l->moon_angle );
*/
static SGSkyColor scolor;
Harald JOHNSEN: I did some profiling of the code and found a few interessant things. Some corrections are obvious like the one in the multiplayer code, the fps is no more divided by 2 or 3 when another plane is on screen. Other things like collision detection and computation of agl can not really be optimized. I changed a few things in hitlist.cxx but this only give a very low increase of fps. The groundcache eats a lot of cpu but I think that the real way to do it is to use a real collision system like OPCODE or something like that. And I added an option to disable the recording of replay data. It takes more cpu than we can think. Changes ======= - panel.cxx : moved the computation of the instruments diffuse color outside the texturelayer code since this is constant during a frame, this is a big speedup for 2D panels ; - hitlist.cxx : changed the computation of the intersection between ray and triangle, optimized the sphere culling by using a normalized direction vector. This can give a 35% speedup on the computation of elevation in some situations ; - renderer.cxx, acmodel.cxx : call ssgDrawAndCull with plane scene graph in external or internal view, calling ssgDrawAndCull with the root scene graph was drawing other players plane a second time in multiplayer mode ; - mplayer.cxx : removed the calls to ssgFlatten and ssgStripify because it was degenerating models, causing a massive drop in frame rate ; - replay.cxx : added an option to disable the recording of the flight - fgclouds.cxx : changed the path of cloudlayer properties to match preferences.xml ; set the altitude of clouds from scenarios to a more correct value if metar is not enabled ;
2005-07-31 09:04:18 +00:00
// FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
scolor.sky_color = l->sky_color();
scolor.fog_color = l->adj_fog_color();
scolor.cloud_color = l->cloud_color();
scolor.sun_angle = l->get_sun_angle();
scolor.moon_angle = l->get_moon_angle();
scolor.nplanets = globals->get_ephem()->getNumPlanets();
scolor.nstars = globals->get_ephem()->getNumStars();
scolor.planet_data = globals->get_ephem()->getPlanets();
scolor.star_data = globals->get_ephem()->getStars();
thesky->repaint( scolor );
/*
SG_LOG( SG_GENERAL, SG_BULK,
"thesky->reposition( view_pos = " << view_pos[0] << " "
<< view_pos[1] << " " << view_pos[2] );
SG_LOG( SG_GENERAL, SG_BULK,
" zero_elev = " << zero_elev[0] << " "
<< zero_elev[1] << " " << zero_elev[2]
<< " lon = " << cur_fdm_state->get_Longitude()
<< " lat = " << cur_fdm_state->get_Latitude() );
SG_LOG( SG_GENERAL, SG_BULK,
" sun_rot = " << l->get_sun_rotation
<< " gst = " << SGTime::cur_time_params->getGst() );
SG_LOG( SG_GENERAL, SG_BULK,
" sun ra = " << globals->get_ephem()->getSunRightAscension()
<< " sun dec = " << globals->get_ephem()->getSunDeclination()
<< " moon ra = " << globals->get_ephem()->getMoonRightAscension()
<< " moon dec = " << globals->get_ephem()->getMoonDeclination() );
*/
// The sun and moon distances are scaled down versions
// of the actual distance to get both the moon and the sun
// within the range of the far clip plane.
// Moon distance: 384,467 kilometers
// Sun distance: 150,000,000 kilometers
double sun_horiz_eff, moon_horiz_eff;
if (fgGetBool("/sim/rendering/horizon-effect")) {
sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
} else {
sun_horiz_eff = moon_horiz_eff = 1.0;
}
static SGSkyState sstate;
sstate.view_pos = current__view->get_view_pos();
sstate.zero_elev = current__view->get_zero_elev();
sstate.view_up = current__view->get_world_up();
sstate.lon = current__view->getLongitude_deg()
* SGD_DEGREES_TO_RADIANS;
sstate.lat = current__view->getLatitude_deg()
* SGD_DEGREES_TO_RADIANS;
sstate.alt = current__view->getAltitudeASL_ft()
* SG_FEET_TO_METER;
sstate.spin = l->get_sun_rotation();
sstate.gst = globals->get_time_params()->getGst();
sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
sstate.sun_dec = globals->get_ephem()->getSunDeclination();
sstate.sun_dist = 50000.0 * sun_horiz_eff;
sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
sstate.moon_dist = 40000.0 * moon_horiz_eff;
thesky->reposition( sstate, delta_time_sec );
shadows->setupShadows(
current__view->getLongitude_deg(),
current__view->getLatitude_deg(),
globals->get_time_params()->getGst(),
globals->get_ephem()->getSunRightAscension(),
globals->get_ephem()->getSunDeclination(),
l->get_sun_angle());
}
glEnable( GL_DEPTH_TEST );
if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
glEnable( GL_FOG );
glFogi( GL_FOG_MODE, GL_EXP2 );
glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
}
// set sun/lighting parameters
ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
// GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
// we only update GL_AMBIENT for our lights we will never get
// a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
// explicitely to black.
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
sgEnviro.setLight(l->adj_fog_color());
// texture parameters
// glEnable( GL_TEXTURE_2D );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
double agl = current__view->getAltitudeASL_ft()*SG_FEET_TO_METER
- current__view->getSGLocation()->get_cur_elev_m();
if ( agl > 10.0 ) {
scene_nearplane = 10.0f;
scene_farplane = 120000.0f;
} else {
scene_nearplane = groundlevel_nearplane->getDoubleValue();
scene_farplane = 120000.0f;
}
setNearFar( scene_nearplane, scene_farplane );
sgEnviro.startOfFrame(current__view->get_view_pos(),
current__view->get_world_up(),
current__view->getLongitude_deg(),
current__view->getLatitude_deg(),
current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
delta_time_sec);
if ( draw_otw && skyblend ) {
// draw the sky backdrop
// we need a white diffuse light for the phase of the moon
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
fog_exp2_density );
// return to the desired diffuse color
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
}
// draw the ssg scene
glEnable( GL_DEPTH_TEST );
if ( fgGetBool("/sim/rendering/wireframe") ) {
// draw wire frame
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
if ( draw_otw ) {
if ( draw_clouds ) {
// Draw the terrain
FGTileMgr::set_tile_filter( true );
sgSetModelFilter( false );
globals->get_aircraft_model()->select( false );
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
// Disable depth buffer update, draw the clouds
glDepthMask( GL_FALSE );
if( !volumetric_clouds )
thesky->drawUpperClouds();
if ( multi_pass_clouds ) {
thesky->drawLowerClouds();
}
glDepthMask( GL_TRUE );
if ( multi_pass_clouds ) {
// Draw the objects except the aircraft
// and update the stencil buffer with 1
glEnable( GL_STENCIL_TEST );
glStencilFunc( GL_ALWAYS, 1, 1 );
glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
}
FGTileMgr::set_tile_filter( false );
sgSetModelFilter( true );
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
} else {
FGTileMgr::set_tile_filter( true );
sgSetModelFilter( true );
globals->get_aircraft_model()->select( false );
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
}
}
// This is a bit kludgy. Every 200 frames, do an extra
// traversal of the scene graph without drawing anything, but
// with the field-of-view set to 360x360 degrees. This
// ensures that out-of-range random objects that are not in
// the current view frustum will still be freed properly.
static int counter = 0;
counter++;
if (counter >= 200) {
sgFrustum f;
f.setFOV(360, 360);
// No need to put the near plane too close;
// this way, at least the aircraft can be
// culled.
f.setNearFar(1000, 1000000);
sgMat4 m;
ssgGetModelviewMatrix(m);
FGTileMgr::set_tile_filter( true );
sgSetModelFilter( true );
globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
counter = 0;
}
// change state for lighting here
// draw runway lighting
glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
// CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
// fgSetNearFar( scene_nearplane, scene_farplane );
if ( enhanced_lighting ) {
// Enable states for drawing points with GL_extension
glEnable(GL_POINT_SMOOTH);
if ( distance_attenuation && glPointParameterIsSupported )
{
// Enable states for drawing points with GL_extension
glEnable(GL_POINT_SMOOTH);
float quadratic[3] = {1.0, 0.001, 0.0000001};
// makes the points fade as they move away
glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
}
glPointSize(4.0);
// blending function for runway lights
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
}
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glPolygonMode(GL_FRONT, GL_POINT);
// draw runway lighting
if ( draw_otw ) {
ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
}
// change punch through and then draw taxi lighting
glFogf ( GL_FOG_DENSITY, fog_exp2_density );
// sgVec3 taxi_fog;
// sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
// glFogfv ( GL_FOG_COLOR, taxi_fog );
if ( draw_otw ) {
ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
}
// clean up lighting
glPolygonMode(GL_FRONT, GL_FILL);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
//static int _frame_count = 0;
//if (_frame_count % 30 == 0) {
// printf("SSG: %s\n", ssgShowStats());
//}
//else {
// ssgShowStats();
//}
//_frame_count++;
if ( enhanced_lighting ) {
if ( distance_attenuation && glPointParameterIsSupported ) {
glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
default_attenuation);
}
glPointSize(1.0);
glDisable(GL_POINT_SMOOTH);
}
// draw ground lighting
glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
if ( draw_otw ) {
ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
}
sgEnviro.drawLightning();
if ( draw_otw && draw_clouds ) {
if ( multi_pass_clouds ) {
// Disable depth buffer update, draw the clouds where the
// objects overwrite the already drawn clouds, by testing
// the stencil buffer against 1
glDepthMask( GL_FALSE );
glStencilFunc( GL_EQUAL, 1, 1 );
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
thesky->drawUpperClouds();
thesky->drawLowerClouds();
glDepthMask( GL_TRUE );
glDisable( GL_STENCIL_TEST );
} else {
glDepthMask( GL_FALSE );
if( volumetric_clouds )
thesky->drawUpperClouds();
thesky->drawLowerClouds();
glDepthMask( GL_TRUE );
}
}
sgEnviro.drawPrecipitation(
fgGetDouble("/environment/metar/rain-norm", 0.0),
fgGetDouble("/environment/metar/snow-norm", 0.0),
fgGetDouble("/environment/metar/hail-norm", 0.0),
current__view->getPitch_deg() - current__view->getPitchOffset_deg(),
current__view->getRoll_deg() + current__view->getRollOffset_deg(),
- current__view->getHeadingOffset_deg(),
fgGetDouble("/velocities/airspeed-kt", 0.0));
// compute shadows and project them on screen
bool is_internal = globals->get_current_view()->getInternal();
// draw before ac because ac internal rendering clear the depth buffer
globals->get_aircraft_model()->select( true );
if( is_internal )
shadows->endOfFrame();
if ( draw_otw ) {
FGTileMgr::set_tile_filter( false );
sgSetModelFilter( false );
globals->get_aircraft_model()->select( true );
globals->get_model_mgr()->draw();
globals->get_aircraft_model()->draw();
Harald JOHNSEN: I did some profiling of the code and found a few interessant things. Some corrections are obvious like the one in the multiplayer code, the fps is no more divided by 2 or 3 when another plane is on screen. Other things like collision detection and computation of agl can not really be optimized. I changed a few things in hitlist.cxx but this only give a very low increase of fps. The groundcache eats a lot of cpu but I think that the real way to do it is to use a real collision system like OPCODE or something like that. And I added an option to disable the recording of replay data. It takes more cpu than we can think. Changes ======= - panel.cxx : moved the computation of the instruments diffuse color outside the texturelayer code since this is constant during a frame, this is a big speedup for 2D panels ; - hitlist.cxx : changed the computation of the intersection between ray and triangle, optimized the sphere culling by using a normalized direction vector. This can give a 35% speedup on the computation of elevation in some situations ; - renderer.cxx, acmodel.cxx : call ssgDrawAndCull with plane scene graph in external or internal view, calling ssgDrawAndCull with the root scene graph was drawing other players plane a second time in multiplayer mode ; - mplayer.cxx : removed the calls to ssgFlatten and ssgStripify because it was degenerating models, causing a massive drop in frame rate ; - replay.cxx : added an option to disable the recording of the flight - fgclouds.cxx : changed the path of cloudlayer properties to match preferences.xml ; set the altitude of clouds from scenarios to a more correct value if metar is not enabled ;
2005-07-31 09:04:18 +00:00
FGTileMgr::set_tile_filter( true );
sgSetModelFilter( true );
globals->get_aircraft_model()->select( true );
}
// in 'external' view the ac can be culled, so shadows have not been draw in the
// posttrav callback, this would be a rare case if the getInternal was acting
// as expected (ie in internal view, getExternal returns false)
if( !is_internal )
shadows->endOfFrame();
// display HUD && Panel
glDisable( GL_FOG );
glDisable( GL_DEPTH_TEST );
// glDisable( GL_CULL_FACE );
// glDisable( GL_TEXTURE_2D );
// update the controls subsystem
globals->get_controls()->update(delta_time_sec);
hud_and_panel->apply();
fgCockpitUpdate();
// Use the hud_and_panel ssgSimpleState for rendering the ATC output
// This only works properly if called before the panel call
if((fgGetBool("/sim/atc/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
globals->get_ATC_display()->update(delta_time_sec);
// update the panel subsystem
if ( globals->get_current_panel() != NULL ) {
globals->get_current_panel()->update(delta_time_sec);
}
fgUpdate3DPanels();
// We can do translucent menus, so why not. :-)
menus->apply();
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
puDisplay();
// glDisable ( GL_BLEND ) ;
glEnable( GL_DEPTH_TEST );
glEnable( GL_FOG );
// Fade out the splash screen over the first three seconds.
double t = globals->get_sim_time_sec();
if (t <= 2.5)
fgSplashUpdate((2.5 - t) / 2.5);
}
// options.cxx needs to see this for toggle_panel()
// Handle new window size or exposure
void
FGRenderer::resize( int width, int height ) {
int view_h;
if ( (!fgGetBool("/sim/virtual-cockpit"))
&& fgPanelVisible() && idle_state == 1000 ) {
view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
globals->get_current_panel()->getYOffset()) / 768.0);
} else {
view_h = height;
}
glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
fgSetInt("/sim/startup/xsize", width);
fgSetInt("/sim/startup/ysize", height);
guiInitMouse(width, height);
// for all views
FGViewMgr *viewmgr = globals->get_viewmgr();
if (viewmgr) {
for ( int i = 0; i < viewmgr->size(); ++i ) {
viewmgr->get_view(i)->
set_aspect_ratio((float)view_h / (float)width);
}
setFOV( viewmgr->get_current_view()->get_h_fov(),
viewmgr->get_current_view()->get_v_fov() );
// cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
// << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
// << endl;
}
fgHUDReshape();
}
// These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
// which will post process and rewrite the resulting frustum if we
// want to do asymmetric view frustums.
static void fgHackFrustum() {
// specify a percent of the configured view frustum to actually
// display. This is a bit of a hack to achieve asymmetric view
// frustums. For instance, if you want to display two monitors
// side by side, you could specify each with a double fov, a 0.5
// aspect ratio multiplier, and then the left side monitor would
// have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
// and a top_pct = 1.0. The right side monitor would have a
// left_pct = 0.5 and a right_pct = 1.0.
static SGPropertyNode *left_pct
= fgGetNode("/sim/current-view/frustum-left-pct");
static SGPropertyNode *right_pct
= fgGetNode("/sim/current-view/frustum-right-pct");
static SGPropertyNode *bottom_pct
= fgGetNode("/sim/current-view/frustum-bottom-pct");
static SGPropertyNode *top_pct
= fgGetNode("/sim/current-view/frustum-top-pct");
sgFrustum *f = ssgGetFrustum();
// cout << " l = " << f->getLeft()
// << " r = " << f->getRight()
// << " b = " << f->getBot()
// << " t = " << f->getTop()
// << " n = " << f->getNear()
// << " f = " << f->getFar()
// << endl;
double width = f->getRight() - f->getLeft();
double height = f->getTop() - f->getBot();
double l, r, t, b;
if ( left_pct != NULL ) {
l = f->getLeft() + width * left_pct->getDoubleValue();
} else {
l = f->getLeft();
}
if ( right_pct != NULL ) {
r = f->getLeft() + width * right_pct->getDoubleValue();
} else {
r = f->getRight();
}
if ( bottom_pct != NULL ) {
b = f->getBot() + height * bottom_pct->getDoubleValue();
} else {
b = f->getBot();
}
if ( top_pct != NULL ) {
t = f->getBot() + height * top_pct->getDoubleValue();
} else {
t = f->getTop();
}
ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
}
// we need some static storage space for these values. However, we
// can't store it in a renderer class object because the functions
// that manipulate these are static. They are static so they can
// interface to the display callback system. There's probably a
// better way, there has to be a better way, but I'm not seeing it
// right now.
2005-03-31 08:41:41 +00:00
static float fov_width = 55.0;
static float fov_height = 42.0;
static float fov_near = 1.0;
static float fov_far = 1000.0;
/** FlightGear code should use this routine to set the FOV rather than
* calling the ssg routine directly
*/
void FGRenderer::setFOV( float w, float h ) {
2005-03-31 08:41:41 +00:00
fov_width = w;
fov_height = h;
// fully specify the view frustum before hacking it (so we don't
// accumulate hacked effects
ssgSetFOV( w, h );
2005-03-31 08:41:41 +00:00
ssgSetNearFar( fov_near, fov_far );
fgHackFrustum();
sgEnviro.setFOV( w, h );
}
/** FlightGear code should use this routine to set the Near/Far clip
* planes rather than calling the ssg routine directly
*/
void FGRenderer::setNearFar( float n, float f ) {
2005-03-31 08:41:41 +00:00
fov_near = n;
fov_far = f;
// fully specify the view frustum before hacking it (so we don't
// accumulate hacked effects
ssgSetNearFar( n, f );
2005-03-31 08:41:41 +00:00
ssgSetFOV( fov_width, fov_height );
fgHackFrustum();
}
// end of renderer.cxx